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Patch 0.8907 uploaded May 18, 2021:

Please use separate threads in the forum <Bug Reports> if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/

Campaigns:

  • commander attributes now show stars with 10%, 30%, 50%, 70% and 90% instead of 20%, 40% etc.
  • fixed: fleets stuck in battle/retreating if engaged in fort bombardment and naval engagement while strength gets low
  • fixed: units do not stop although engaged in defensive battle
  • newly raised units and units being transferred are now excluded from readiness calculation of the parent group
  • added message for units that withdraw due to low morale, not only low strength
  • fixed: AI chooses further grand policies when reloading game or returning from battle
  • fixed: McDowell shows weird commander attributes
  • fixed: AI is stuck constructing supply depots and not carrying out offensive/defensive operations after a while
  • added: non-constructed military buildings are removed after a few days if no friendly troops are close to finish construction
  • changed back: non arrived (recruited) units now reduce readiness of group
  • fixed: medium of transport for paths not saved when reloading
  • fixed: commander stats: battles participated always zero
  • fixed: secession of WV in early scenarios not leading to Union territory
  • fixed: town occupation continues although enemy unit is pulled back during occupation process
  • rebalanced company foundations: the probability new companies is reduced by the already founded companies this month
  • fixed: unrealistic (too high) Union unit numbering
  • fixed: units joining sieges or autoresolved battles later are not shown in the monument tooltip
  • fixed: sometimes units are retreating from autoresolved battles but still showing status “engaged”
  • reworked AI army composition
  • fixed: commanders are always defamed at their historical date
  • general rebalancing of readiness
  • fixed: transported units do not consume readiness
  • changed: units do not consume readiness order delay is running
  • fixed: zero population growth
  • fixed: reloading or coming back from battle resets population and probably lowers number of volunteers/drafts


Battles:

  • fixed: stuck path arrows when placing group HQ in deployment phase using ALT
  • fixed: group HQ can be placed outside deployment zone while using ALT
  • units do not execute lay down or rotation orders during movement to not override order delay
  • retreating units do not reset retreat path if no enemies are close
  • fixed: exception related to removed units leading to not-ending battles although retreat timer has expired
  • fixed cohesion impact on sprite placement not updated regularly
  • improved: HQ’s with independently operating subordinates sometimes may run through enemy lines
  • fixed issues in historical AI movement, leading to waiting groups (eg. Reynolds at Gettysburg)
  • tidying up redeployment: divisions now also influence frontlines, brigades are shifted into nearest deployment zone if they are still left outside
  • AI now takes reinforcement balance into account when evaluating stance changes
  • fixed: although SHIFT is pressed units are searching for covers after reforming from march column
  • fixed: units create off map routes if targets (RMB) are assigned which then are disabled
  • fixed: AI commanders always position on flanks without nearby enemies
  • fixed: some AI troops may still be placed outside deployment zone, esp. skirmishers
  • preventing redeployment of AI units in offensive battles (adjustable in debug.txt)
  • removed: allow AI defensive behavior in offensive battles / has led to non-moving units due to low force balance
  • rebalanced: linked groups to update new paths at a slower pace
  • fixed: artillery guns are sometimes stuck at the old position for a few seconds until redeploying EOD
  • bonus for commanders with correct branch of arms now only applied if he was a graduate of Westpoint
  • only dismounted cavalry and infantry units may construct breastworks now
  • added a workaround for AI units that are linked to other units although they should operate independently, sometimes led to hardly moving AI units
  • fixed: AI sprites stay on the old position for a while when redeployed


Others:

  • added game option “Always full Readiness” to options panel
  • fixed: commander in chief attributes influences into the wrong direction
  • fixed: loaded time (minutes) differ slightly from the saved time
Grand Tactician: The Civil War (1861-1865) Public Depot 654893
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